brutal combat chart

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  • 8/3/2019 Brutal Combat Chart

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    15-29 Right Leg

    01-14 Left Leg

    16-40 : Lose knee and bleed 2hp/round until healed*

    Take -4 on all movement related skill checks

    DC 15 balance to keep standing each round

    Critical hit: Roll D%: Effect

    51-100 : Bleed 2hp/round until healed*

    41-50 : Lose ankle and bleed 2hp/round until healed*

    Take -2 on all movement related skill checks

    Normal hit: -5ft land speed and -1 to reflex*01-29 Leg

    15-34 : Lose elbow and bleed 2hp/round until healed*

    Can use buckler but double spell failure and -2 ACP

    01-14 : Lose shoulder and bleed 4hp/round until healed**

    Each fingers incurs a 5% spell failure(somatic)

    and -1 on attacks with this arm.

    30-39 Left Arm

    35-50 : Lose hand and bleed 2hp/round until healed*

    25% spell failure(somatic)

    Can attack hook for limited functionality*

    Can use modified shield (DC 15 craft) with -1 ACP

    50-91 Torso

    1:Index 2:Middle 3:Ring 4:Pinky 5:Thumb

    40-49 Right Arm

    Normal hit: -1 Attack or -1 Ac depending on what is being held*30-49 Arm

    Critical hit: Bleed 2hp/rnd until DC 15 heal check

    Always: 50% chance of being unable to speak until healed*

    Critical hit: Roll D%: Effect

    51-100 : Lose 1d6-1 fingers * 1d6-1 for the finger/s lost

    Critical hit: 100% chance of being unable to speak until healed**

    Normal hit: follow normal combat rules

    Double hp loss or ability penalties**

    92-95 : Lose right eye**

    92-94 Neck

    Peircing/Slashing: Bleed 4hp/round until healed*

    Bludgeoning: inflicts -2 penalty to Str and Con*

    90-91 : Lose both eyes ***

    20-89 : No special damage, maybe scarring

    10-19 : Lose right ear****

    01-09 : Lose left ear****

    EffectRange Body Part

    95-100 Head Normal hi t: automatic crit ical threat (must st il l confirm).

    Critical hit: critical multiplier increases by 1 (x2 -> x3)*

    Roll d%: Effect

    96-100 : Lose left eye**

    DC 20 balance to keep standing each round

    * DC 15 heal check

    ** DC 20 heal check

    On loss of the thumb, you can't preform fine grasping

    **** -2 to Listen checks, and a 10% Spell Failure(verbal)

    If both ears lost, Deafness (PHB 307)

    * DC 15 heal check

    ** DC 20 heal check

    DC 25 balance to keep standing each round

    Can only crawl at 1/4th speed

    Can only crawl at 1/4th speed

    01-15 : Lose hip and bleed 4hp/round until healed**

    Notes

    Postion Based Damage

    For both criticals and normal hits, roll on table to see what you hit

    * Only if the attack was a critical before hitting the head

    ** -2 to ranged attacks, spot checks, and search checks

    *** the character is blinded (PHB 305)

    * DC 15 heal check** DC 20 heal check

    Automatic trip attempt upon lossing part of the leg

    Take -10 on all movement related skill checks

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    Lesser restoration as a 2nd level spell and

    Regeneration Replace it with Greater Restoration, and add

    Recovery

    Old Spell EffectWeapon Type

    Bludgeoning

    Peircing/Slashing Bleed 1hp/round until DC 15 heal check

    10% chance of -2 str damage*

    Effect on hit

    Energy Effects

    Cold Location Based:

    Head = Save or be blinded for 1 round

    Arm = -1 to attacks for 1 round

    Leg = -5ft to base speed for 1 round

    Effect on hit

    Force Location Based: Torse = Bull Rush attempt**

    Head = Save or be dazed for 1 round

    Head = Save or be blinded for 1 round

    Leg = -5ft to base speed for 1 round

    Head = Save or be stunned for 1 round

    Electricity Location Based:

    Leg = Trip attempt**

    Sonic Location Based: Torse = Bull Rush attempt**

    Leg = Trip attempt**

    Fire Location Based: Arm = -1 to attacks for 1 round

    Arm = Disarm attempt**

    Head = Save or be nauseated for 1 round

    Acid Location Based: Arm = -1 to attacks for 1 round

    Head = Save or be stunned for 1 round

    Leg = Trip attempt**

    Non-Area Dependent Non-Critical Hits

    **Consider the attack roll to have succeeded: Strength score for attacks is (spell level + 10)

    *effects most corpreal creatues, except oozes

    restoration as a 4th level spell.

    Spell Added Effects

    Right ArmLeft Arm

    Called Shots

    First, make a standard attack roll with a -2 penalty (-4 against the head,

    neck, or targets on the head) - note that ranged weapons and spells

    must be within 30ft to make a called shot, as the precision required is

    almost impossible at greater distances.

    Lesser Restoration

    Restoration

    Greater Restoration

    Regrow lost limbs in 2d4 days

    Regrow lost limbs in 1d4 days

    Regrow lost limbs in only 1 day

    10-19Head

    Neck

    Right Arm

    Right LegLeft Leg

    Left Arm

    Right Leg

    Left Leg

    Leg = Trip attempt**

    Head = Save or be dazed for 1 round

    Negative/Positive

    20-29 30-391-9 10-19

    New Hit Ranges

    CalledShot

    20-29 30-391-9

    96-97 98-100

    25-29 30-541-6

    Leg = -5ft to base speed for 1 round

    Holy/Unholy Location Based: Arm = Disarm attempt**

    43-491-5

    7-24

    25-49 50-541-18 19-24

    6-39

    40-46 47-491-34 35-39

    98-98

    98-98

    99-10040-42

    40-82

    55-95

    55-95

    50-97

    Torso

    40-74

    Head

    85-100

    91-100

    98-100

    Neck

    75-84

    83-90

    96-97

    99-10050-98

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    In the latter case, if the unusual locomotive limb is still outside the body and can be

    struck, then it counts as a leg. Note: Wings fall into this category. Note that if a creature has

    insignificant traditional legs (like a flighted bird), then the wings completely replace the 'leg'

    category. If the creature has both useful wings and useful legs (ex: a harpy), then use the

    rules below for alternate limb distribution.

    5) Called shots against a multi-limbed area operate normally. However if a very specific limb ("The

    Third leg on the right of that giant scorpion") is to be targetted, increase the AC penalty by half again.

    If it's successful, and the roll on the location chart indicates the called area, then the specific limb isstruck. Otherwise treat the attack normally.

    6) "Special" Limbs - These include the Scorpion's Stinger, certain Devil's stingers, or any other limb

    that does not immediately appear to fall under the normal definitions; though they are almost invariably

    offensive or magical in nature.

    Consider such a limb an additional Arm, with the number of "Special" limbs divided evenly

    between the Arm hit locations. If there is only one special limb, or an odd number of special limbs,

    then treat one of these special limbs as strikeable from either side.

    Ex: A scorpion receives a hit on the Right Arm location. Roll 1d2 to determine if the stinger is

    struck instead of the pincer. The same would be done if it were rolled on the Left arm.

    On the other hand, if a scorpion had 3 tails, you'd randomize 1d3 on each side - the 1 being a pincer,

    the 2 being the tail on that side, and the third being the center tail.

    Legs: Limbs used primarily for locomotion. When faced with a creature who uses their limbs

    both for movement and attack, think about the specific method. An Ape for instance will walk

    on it's front knuckles, but these limbs are considered arms, as they are as much for grasping

    and attacking as movement. Conversely a horse, although it can rear up and kick with it's

    forelegs, uses them primarily for locomotion. Some lack legs altogether, and others have

    unusual forms of locomotive limb (ex: a lower body like a snake).

    Arms: These are generally the 'offensive' limbs of a creature. For example - a bears frontpaws, a beholder's eye-stalks, a scorpion's pincers - all of these classify as "Arms" under this

    system. Not all creatures have arms; some have limbs solely for the purpose of locomotion or

    primarily for locomotion - in which case they are legs (Ex: A horse's legs - even though they

    can rear and kick, are primarily for locomotion and thus all 4 fall under legs.)

    Neck: This is the area between the head and the torso, and usually carries food, air, and if the

    creature can speak or make other noises with it's mouth, generally contains its vocal organs.

    Many creatures simply do not have one, and some do not care if it is damaged. (A Golem

    often has a neck - but damaging it causes no special ill effects for the creature - Conversely, a

    Scorpion's neck is almost impossible to strike, and is considered for all intents and purposes

    of this system simply not to exist.)

    4)For truly bizarre anatomy - for example, a Beholder, who's torso is also it's head, apply common

    sense to determine it's hit locations. For a Beholder, this means that each Eyestalk is an arm (arms

    being offensive limbs).

    So when rolling for hit locations against a beholder, consider the eye stalks on the left half of it's

    body to be the left arm location, and the eyestalks on the right side of it's body to be the right arm.

    Then randomize (1d4) to determine which stalk is hit. Use the Head chart to determine if an eye is put

    out.

    Treat the rest of the beholder as a Torso, and hits on the torso have a chance of wounding the large

    central eye with a roll on the Head table.

    2) If a given piece of anatomy is singular where there are multiples on a standard creature of that type,

    then treat all hits against that location as being on the specific body part.Example: A Yuan-Ti with a snake's lower half. All hits to either Right or Left leg

    count as a hit against it's "Leg" (ie: the snake tail).

    The same would be true of a creature with one arm, or one eye.

    "Note, the DM may wish to rule that for exceptionally thick limbs (the

    aforementioned Yuan-Ti snake body), that it requires the location to be severed

    more than once for it to be truly removed. This is an optional rule however, and is

    left to the DM to determine when appropriate."

    Torso: This is the main body of the creature. Even on creatures with no anatomy whatsoever

    (oozes primarily) this is the primary target location. If a creature has no other limbs, it still has

    a Torso.

    Special Anotomy Case Rules Handling Weird Anotomy

    3) If a given piece of anatomy simply does not exist on that creature, then re-roll to hit location if it

    comes up. If a creature has no specific body parts (like an ooze), treat the entire c reature as a Torso;

    though if sensory organs are present, roll on the Head chart to determine if these are injured. This

    does not inflict an automatic critical threat - you are still striking the torso, it just happens to be a torso

    with eyes or ears.

    1) If there is more than one of a given hit location (example: 4 arms, 2 on each side), then first,

    determine the hit location as normal - ex: Left Arm, then randomize between the arms on that side. So

    a creature with 4 arms, 2 on each side, hit in the "Left Arm" location, requires you roll 1d2 to determine

    specifically which arm was hit.

    Some creatures simply have more or less of a given type of limb or other body part than a

    typical humanoid.

    First - an explanation of body parts as they apply to unusual anatomy:

    Head: The head is usually easy to recognize. This is generally where the brain and eyes are

    kept, as well as any ears and a mouth. Note that this is not always true, and not all creatures

    have a head. In the case of a creature that has no distinguishable head, but rather has eyes, a

    mouth, and a brain in it's body (Beholders for instance) consider them to be a Torso, but see

    special rules later for still harming the eyes and other important targets.

    Most creatures have a head or heads, a neck or necks, a torso, legs or wings, and arms.

    When attacking a creature with unusual anatomy - use the same rules as normal with the following

    modifications: